Here’s a pic of their “clients”, as you can see its a bunch of low rent shovelware trash + SFV. For some reason capcom thought these guys were good enough for their flagship release.
PS4’s Input Lag has now been done by DisplayLag. It is atrocious and ranks below all fighters and sits with the Racing Games… http://www.displaylag.com/video-game-input-lag-database/
So bad netcode combined with the worst input lag of any modern fighting game is what you get with SF5. Offline it has insane input lag let alone with teleporting rollbacks occurring online all the time.
Before people get too angry outsourcing online connectivity and network maintenance is industry standard with games like this and doing a cross platform rollback netcode was probably well outside of Capcoms expertise. I don’t think the netcode is really the problem, I think their garbage network maintenance and underdeveloping for their high ambitions is the big culprit.
You cant confirm and react to counter hits with rollback. some characters rely on counter hits to confirm into combos (laura for example). “Counter Hit” message appears in the blink of an eye when you have a bad connection. frustrating.
There is no perfect netcode, there will always be something that doesn’t work like it’s supposed to online. Maybe designing the game with the online play and balance over local play and balance in mind from the start can solve this problem, bit I don’t think that is the right approach for an SF game.
You can’t do that with input delay netcode either. Let’s just accept that with a bad connection you can’t do those kinds of things regardless of the style of netcode.
Capcom developed the netcode themselves, check Dantarion’s tweets further on. They bought a network system but those guys didn’t develop the netcode, Capcom did. There’s a difference.
Also the netcode is hot fucking garbage and I can’t play the game at all because every game is rollback city despite my computer being a boss & my network being a boss. Run the game on max settings without a sweat, 54d 6u, no packet loss, no jitter, no buffer bloat, great ping/latency. Shit’s driving me crazy because the actual game itself is awesome but every online match I play, every hit I connect with an opponent gets rolled back into a block, or every block is rolled back into a hit for a dropped combo, every throw turns into a tech half way through the animation and dashes are teleports. God dammit.
The netcode isn’t perfect, but I’m convinced the biggest problem has to do with the matchmaking. I play with a few people that I’ve played other fighters with and the netcode is solid, even 1000 miles away from each other. Then I go to matchmaking and I get loads of teleporting. Even setting it to 5 bar only is a crapshoot. Sometimes the connections are flawless, other times they are horrid.
This game was obviously designed with a set input lag number in mind, let’s say for argument’s sake that’s 7 frames. That fact probably won’t change unfortunately, so the game should always be shooting for that by any means necessary at all times.
Example: Playing online with v-sync off gets you 10 frames? Have the game tell you that and give you the option to kill v-sync on the fly to hit that 7.
My logic is hardware wise the PS4 is the weak link but it’s also the tournament standard so the PC version should always be trying to match it as perfectly as possible (unless events and stuff wanna drop PS4, so basically when pigs fly).
It’s having an issue but it is better and just because you want to play laggy style it doesn’t mean he does. I’m willing to bet PR Balrog doesn’t wanna play in shitty lag-o-land like you do, he just wants matchmaking improved, the alt-tab trick fixed, setting your delay manually, ping numbers, stuff like that.
Congratulations, you have not even listened to a word I said about liking GGPO in ST or HD Remix online experience from ANY of my previous comments.
You can keep insisting that I want delay netcode (if lag-o-land = delay netcode to you), but I’m over a game where I have to even think if the players I face in ranked knows that it’s causing lag on my end. It’s also not fun winning the matches and wondering if it was on the bad side for my opponent. Anything that has a “one-sided” problem is bound to be garbage because now online matches have more RNG involved (more like Random Network Generator). These weird “RNG” moments not only occur in rare spikes (like the very early days of the USFIV PC port), it’s throughout every round after the 10 second mark and it stays that way (rough guess on the timer number).
Explain to me why two Texas players I played from SFIV to USFIV were satisfactory back then, but now shows one-sided rollback on my end (while being fine on their end?) Explain to me why a Canadian player I face (same situation with SFIV above) now shows one-sided rollback on their end, but plays perfect on my end? PS: We even did video proof to test out. No placebo effect took place at the time of the match.
Now… do you REALLY feel with that one-sided problem that this is better than SFIV online experience? I believe almost half of the players I got in contact with that are from old-time Peaceful Jay players (or currently some as PXG members) dislike and even joked on ragequitting if it ever teleports. I haven’t heard one player said it’s a better online experience in the long run, only that it’s much better on “specific” occasions.
You know what I wanted? EVERYTHING YOU MENTIONED (minus the ping numbers part… because really, do you HONESTLY believe that will solve matchmaking problems if “5” bar connections can become trash? Majority of the casual players won’t even easily follow how it works nor care about ping numbers… that’s not going to help improve match-making at all). You didn’t even get to mention the one-sided rollback. Have you ever even experienced it? Do you know what that feels like? Do you know how it’s like knowing the opponent you faced could of been lagging and not playing at their optimal performance?
You know what’s sad? I doubt SFV will undergo any sort of fixing for the upcoming March update. When you have a company that said that they were well prepared for rage quitters, only that the way they plan to handle it is absolutely flawed in every single way possible… that’s a bad sign.
Edit: About the ping topic… I can accept if they have a diagram that shows how the ping system works… there isn’t a defined legend that shows what 5 bars really means in ping terms. Still… what’s the reason for 5 bar connections being potentially trash? Long story short, I want good rollback netcode/online experience (GGPO)… NOT somewhat okay with some flaws (SFV online).
I think if you play on ps4 just stick with ps4. My matches with ps4 native are very good. Cross platform they are mostly unplayable. My location is UK with 40mb dl and 10 mb ul.
Bar cross platform the performance of this net code is better than sf4 no question.
Any idea why cross platform performance is so bad?
My biggest increase in improvement came from setting the performance requirement to 5.
You might notice a disproportionate amount of teleporting due to people punting the lag your way… something only possible on PC.
Ultimately until they fix the way they handle dividing the amount of rollback (currently they don’t seem to), the issue is just going to persist regardless.